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Sunday, October 30, 2016

Re-designed the health system of the player (Originally it was just 4 stages (Health, Damaged, Fatal Damaged, Dead). Now your player has a full health system ranging from 0% to 100% health that will cause different effects depending on what your health is at.

I also made so when in water your character moves slower (Sprint & walk speed). I also keep massively reducing how fast the player can go, and I think I finally found a suitable speed that is slow enough to feel suspense, but fast enough to escape enemies. This slow speed also allows for more dramatic chase scenes by knowing that the enemy is right behind you.

I also keep changing the stamina and fuel-intake. Originally 1 thing of fuel for your (what is now a lantern) only lasted 30 seconds. Then I changed it to 50, then 55, and now I'm at 100+ seconds for the lantern (per full pack of fuel). The stamina also used to run out after running for 4 seconds (Because run speed used to be 3x faster than walk speed). I reduced the speed to be less than 2x that of walk speed, and you can now sprint for about 10 seconds straight. I also keep changing how fast stamina regenerates (Right now it takes 10 seconds, going to change it to 20+).

Added saving / loading, so when moving between two "Scenes / levels" it saves how much stamina, fuel, etc. you had in the last scene / level. Meaning that (For example the sewer) when leaving the sewer (Which you can't yet do) it will save your stats, then when it loads up the next area it will grab those stats. But atm there's no "Official saving" meaning that if you leave the game and re-launch it, you'll have to start over.

No screenshots for this one, busy doing level design and figuring out how to end the game. As I said last post I plan on picking this game up as a full project after the 48 hour challenge is over.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

So, lots has been done and I am 100% positive that the game will not be done by midnight tonight. But I can say that I will at least have an ending.

This game is going to well, that I am going to pick it up! Yes, I am not cancelling Future Men (I am way too far in development to do that) but as a nice change of pace I'll be working on this.

This game so far has been completely Amnesia: The Dark Descent inspired. I replaced the flashlight with a Lantern, and I have been working on the AI!

The AI can currently do the following:
*Chase you
*Lose sight of you
*Search around the area he last saw you
*Return to last area he was OR patrol (Depending on what I tell him to do).

VERY soon he will be able to:*Damage the player
*Detect light (The players lantern)

Currently he also "Picks up" on things like footsteps, so be careful!

But enough about that stuff, here's what you really came here for: Sweet screenshots!

So, as you can see there is a lot of detail into the scene! I added things like torches, blood / writing, and a lot more props!

I will be adding "Medical Supplies" (Not sure what to name them yet) to the game soon so after the monster damages you, you can heal up. Right now all your stats just display at the bottom right, but (literally the next thing I'm doing) I will be working on a real menu that will show you your inventory, health, how much fuel you have, etc.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, October 29, 2016

I went too big with this project and as such will be unable to complete it within the 24 hours I have provided myself. So I will be extending the time to another 24 hours (Meaning it will end at midnight tomorrow rather than today).

Sorry about that! You won't be able to try it out until Monday! :c But on the good news, I've got some awesome new screenshots for you guys to take a look at!

As you can see I've done a lot in terms of scene design (The grey at the bottom picture is a battery you can pickup for your flashlight).

This and a lot more is to come, so I hope you're all as excited as I am!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

With 3 hours of sleep I've completed the introduction, and a good portion of the starting scene. Here are a couple of screenshots:

The second one has increased brightness as the real scene is actually darker. This game is not going to be low-end PC friendly. This game is full of camera / special effects and medium-poly models and very little optimization work has been done. There is no time to try and make things work better with low-end and I want one of my games to look nice for once, so the result being that low-end computers will most likely be unable to run the game.

(I actually have more than this done, but I can't give everything away!)

Thanks for reading, I'll make sure to keep you guys updated, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, October 28, 2016

I have 24 hours to create a fully playable and beat-able horror game. This challenge will start at midnight tonight and will end at midnight tomorrow.

This is just a fun challenge I created to test myself in a new area that I have little experience in AND it will be extremely satisfying to say I've finsihed a game for once (For those of you who may somehow still be following my blog since 2012, I have NEVER finished a game completely). So this is my chance to finally do it.

I'll be up all night drinking Mountain Dew and programming. I will be doing research for the project up until Midnight (And then the development will begin).

Wish me luck, I'll post a few updates on it as I go but don't expect much

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, October 22, 2016

Okay, so this update was produced based off of testing done with some private players!

First of all I've discovered a bug that if you die you spawn in 2 (or more) corpses (NEVER one).

I've also discovered that this game is not optimized enough for low-end PC's so I have a bit of optimization to do. Someone who can run Garry's Mod on the lowest graphics settings can't even run my game on the lowest graphics setting. So after a lot of research, I've been able to make a few modifications to try and improve things, which I will be able to detail in later posts.

But since none of that is visual, this is a very boring post, but still a large enough update to require its own post.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, October 14, 2016

Adjusted the maps lighting, moved around a few new props, and added LEANING!

This new feature will let players peak corners and give more options when it comes to fighting.
I've also added a few new props around the map:

And finally I created a temporary smoke system for when things like explosives are added:

Now I should care to mention that one reason I haven't shown off any new vehicles is that currently vehicles cannot be damaged by other players and players inside the vehicle cannot be shot. This means that if you are inside a vehicle you are invincible. When I get around to fixing that is when I'll add new vehicles to the game.

I've also added 3 second invincibility for people who just spawn in to avoid spawn-camping.

AND very soon I will be implementing the games first Anti-Cheat system. I have decided that I will be designing it myself (Mostly since I have no money to get a real one). But I think I can do a good job.

Within the closed betas I have had to deal with people hacking already. Mostly just using Cheat Engine. They have managed to give themselves: Infinite ammo, 10x speed, and invincibility. The first thing I am going to implement is anti speed-hack. Then anti-invincibility. Then I'll see what I can do about anti-infinite ammo (The hardest of the 3 to fix based off of some theories I've come up with).

If someone is caught hacking they will be kicked from the game with a message. For right now this is how the anti-cheat is going to work. I don't know when I'll get around to implementing it though because as of right now I am working on the explosives system.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

I will not be posting on weekends (Very often) anymore because I've decided to dedicate that time to relaxing. I have a lot of projects going on (As you are all aware) and that means juggling my time. I have been rather inactive with this blog (Almost a week of no posts) so I promise to make it up to you sometime today.

Wednesday, October 5, 2016

Wow, we are so close to Update 50! You know what that means? Every post represents (on average) 1 day of work. That means that this is my 40th day working on the game (Though its actually been a few months since development started). Wow time flies FAST!

Now on to the update!

This update is nothing too fancy (I know big update 40 you were expecting a bunch) but I do have some "cool" screenshots to make up for it!

The new Main Menu (so far)

The player leaning (Not yet added to the game)

So as you can see some big future features that aren't quite ready to use yet. I'm planning on adding loadout customization very soon (With everything unlocked for now). I also plan on adding leveling and experience and unlocking items but I'm not sure how I'll go about doing that yet so I won't worry about it (Not quite there, but getting close!)

That's all for this update, I know it's kinda short but it is what it is!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, October 3, 2016

We are here! This is my second attempt at a forest map (third attempt at a real map) and I am pleased with what I have been able to make so far!

The map is quite balanced with both Red & Blue having an objective close to them and an objective to fight over, as you can see I have created quite a few new models for this map and it's getting hard to keep track of them all (That's why I haven't been telling you about every single one).

The map of course is not done, a lot has been done to it but I still have to do the other side of the river, place more props for detail, and then "smoothen" things over (And of course fix how the objective system works). I also am working on a new main menu and making so you can start customizing your loadout! Yay!

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)